Using the UNIFY Community’s pause script (works like a charm), I found a very hard thing to deal with: My menu options do not scale correctly.
What I have for my Game HUD scripts is:
// Our GUI is laid out for a 1920 x 1200 pixel display (16:10 aspect). The next line makes sure it rescales nicely to other resolutions.
GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1));
Which scales nicely (There’s also a width thing for drawing in the center), but the script that the UNIFY community gives me uses screen.Width and screen.height instead, which DOES NOT scale my font correctly, while scaleVerticalResolution does. Does anyone have this already done, or know of a way to convert all of the numbers in the original script to work with the gameHUD script (from Lerpz originally) using the nativeVerticalResolution variable?
So you don’t need to find the script:
var skin:GUISkin;
private var gldepth = -0.5;
private var startTime = 0.1;
var mat:Material;
private var tris = 0;
private var verts = 0;
private var savedTimeScale:float;
private var pauseFilter;
private var showfps:boolean;
private var showtris:boolean;
private var showvtx:boolean;
private var showfpsgraph:boolean;
var lowFPSColor = Color.red;
var highFPSColor = Color.green;
var lowFPS = 30;
var highFPS = 50;
var start:GameObject;
var url = "unity.html";
var statColor:Color = Color.yellow;
var credits:String[]=[
"A Fugu Games Production",
"Programming by Phil Chu",
"Fugu logo by Shane Nakamura Designs",
"Copyright (c) 2007-2008 Technicat, LLC"] ;
var crediticons:Texture[];
enum Page {
None,Main,Options,Credits
}
private var currentPage:Page;
private var fpsarray:int[];
private var fps:float;
function Start() {
fpsarray = new int[Screen.width];
Time.timeScale = 1.0;
pauseFilter = Camera.main.GetComponent(SepiaToneEffect);
PauseGame();
}
function OnPostRender() {
if (showfpsgraph mat != null) {
GL.PushMatrix ();
GL.LoadPixelMatrix();
for (var i = 0; i < mat.passCount; ++i)
{
mat.SetPass(i);
GL.Begin( GL.LINES );
for (var x=0; x<fpsarray.length; ++x) {
GL.Vertex3(x,fpsarray[x],gldepth);
}
GL.End();
}
GL.PopMatrix();
ScrollFPS();
}
}
function ScrollFPS() {
for (var x=1; x<fpsarray.length; ++x) {
fpsarray[x-1]=fpsarray[x];
}
if (fps < 1000) {
fpsarray[fpsarray.length-1]=fps;
}
}
static function IsDashboard() {
return Application.platform == RuntimePlatform.OSXDashboardPlayer;
}
static function IsBrowser() {
return (Application.platform == RuntimePlatform.WindowsWebPlayer ||
Application.platform == RuntimePlatform.OSXWebPlayer);
}
function LateUpdate () {
if (showfps || showfpsgraph) {
FPSUpdate();
}
if (Input.GetKeyDown("escape")) {
switch (currentPage) {
case Page.None: PauseGame(); break;
case Page.Main: if (!IsBeginning()) UnPauseGame(); break;
default: currentPage = Page.Main;
}
}
}
function OnGUI () {
if (skin != null) {
GUI.skin = skin;
}
ShowStatNums();
ShowLegal();
if (IsGamePaused()) {
GUI.color = statColor;
switch (currentPage) {
case Page.Main: PauseMenu(); break;
case Page.Options: ShowToolbar(); break;
case Page.Credits: ShowCredits(); break;
}
}
}
function ShowLegal() {
if (!IsLegal()) {
GUI.Label(Rect(Screen.width-100,Screen.height-20,90,20),
"fugugames.com");
}
}
function IsLegal() {
return !IsBrowser() ||
Application.absoluteURL.StartsWith("http://www.fugugames.com/") ||
Application.absoluteURL.StartsWith("http://fugugames.com/");
}
private var toolbarInt:int=0;
private var toolbarStrings: String[]= ["Audio","Graphics","Stats","System"];
function ShowToolbar() {
BeginPage(300,300);
toolbarInt = GUILayout.Toolbar (toolbarInt, toolbarStrings);
switch (toolbarInt) {
case 0: VolumeControl(); break;
case 3: ShowDevice(); break;
case 1: Qualities(); QualityControl(); break;
case 2: StatControl(); break;
}
EndPage();
}
function ShowCredits() {
BeginPage(300,300);
for (var credit in credits) {
GUILayout.Label(credit);
}
for (var credit in crediticons) {
GUILayout.Label(credit);
}
EndPage();
}
function ShowBackButton() {
if (GUI.Button(Rect(20,Screen.height-50,50,20),"Back")) {
currentPage = Page.Main;
}
}
function ShowDevice() {
GUILayout.Label ("Unity player version "+Application.unityVersion);
GUILayout.Label("Graphics: "+SystemInfo.graphicsDeviceName+" "+
SystemInfo.graphicsMemorySize+"MB\n"+
SystemInfo.graphicsDeviceVersion+"\n"+
SystemInfo.graphicsDeviceVendor);
GUILayout.Label("Shadows: "+SystemInfo.supportsShadows);
GUILayout.Label("Image Effects: "+SystemInfo.supportsImageEffects);
GUILayout.Label("Render Textures: "+SystemInfo.supportsRenderTextures);
}
function Qualities() {
switch (QualitySettings.currentLevel) {
case QualityLevel.Fastest:
GUILayout.Label("Fastest");
break;
case QualityLevel.Fast:
GUILayout.Label("Fast");
break;
case QualityLevel.Simple:
GUILayout.Label("Simple");
break;
case QualityLevel.Good:
GUILayout.Label("Good");
break;
case QualityLevel.Beautiful:
GUILayout.Label("Beautiful");
break;
case QualityLevel.Fantastic:
GUILayout.Label("Fantastic");
break;
}
}
function QualityControl() {
GUILayout.BeginHorizontal();
if (GUILayout.Button("Decrease")) {
QualitySettings.DecreaseLevel();
}
if (GUILayout.Button("Increase")) {
QualitySettings.IncreaseLevel();
}
GUILayout.EndHorizontal();
}
function VolumeControl() {
GUILayout.Label("Volume");
AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume,0.0,1.0);
}
function StatControl() {
GUILayout.BeginHorizontal();
showfps = GUILayout.Toggle(showfps,"FPS");
showtris = GUILayout.Toggle(showtris,"Triangles");
showvtx = GUILayout.Toggle(showvtx,"Vertices");
showfpsgraph = GUILayout.Toggle(showfpsgraph,"FPS Graph");
GUILayout.EndHorizontal();
}
function FPSUpdate() {
var delta = Time.smoothDeltaTime;
if (!IsGamePaused() delta !=0.0) {
fps = 1 / delta;
}
}
function ShowStatNums() {
GUILayout.BeginArea(Rect(Screen.width-100,10,100,200));
if (showfps) {
var fpsString= fps.ToString ("#,##0 fps");
GUI.color = Color.Lerp(lowFPSColor, highFPSColor,(fps-lowFPS)/(highFPS-lowFPS));
GUILayout.Label (fpsString);
}
if (showtris || showvtx) {
GetObjectStats();
GUI.color = statColor;
}
if (showtris) {
GUILayout.Label (tris+"tri");
}
if (showvtx) {
GUILayout.Label (verts+"vtx");
}
GUILayout.EndArea();
}
function BeginPage(width,height) {
GUILayout.BeginArea(Rect((Screen.width-width)/2,(Screen.height-height)/2,width,height));
}
function EndPage() {
GUILayout.EndArea();
if (currentPage != Page.Main) {
ShowBackButton();
}
}
function IsBeginning() {
return Time.time < startTime;
}
function PauseMenu() {
BeginPage(200,200);
if (GUILayout.Button (IsBeginning() ? "Play" : "Continue")) {
UnPauseGame();
}
if (GUILayout.Button ("Options")) {
currentPage = Page.Options;
}
if (GUILayout.Button ("Credits")) {
currentPage = Page.Credits;
}
if (IsBrowser() !IsBeginning() GUILayout.Button ("Restart")) {
Application.OpenURL(url);
}
EndPage();
}
function GetObjectStats() {
verts = 0;
tris = 0;
var ob = FindObjectsOfType(GameObject);
for (var obj in ob) {
GetObjectStats(obj);
}
}
function GetObjectStats(object) {
var filters : Component[];
filters = object.GetComponentsInChildren(MeshFilter);
for( var f : MeshFilter in filters )
{
tris += f.sharedMesh.triangles.Length/3;
verts += f.sharedMesh.vertexCount;
}
}
function PauseGame() {
savedTimeScale = Time.timeScale;
Time.timeScale = 0;
AudioListener.pause = true;
if (pauseFilter) pauseFilter.enabled = true;
currentPage = Page.Main;
}
function UnPauseGame() {
Time.timeScale = savedTimeScale;
AudioListener.pause = false;
if (pauseFilter) pauseFilter.enabled = false;
currentPage = Page.None;
if (IsBeginning() start != null) {
start.active = true;
}
}
function IsGamePaused() {
return Time.timeScale==0;
}
function OnApplicationPause(pause:boolean) {
if (IsGamePaused()) {
AudioListener.pause = true;
}
}
I did make tweaks btw, but none that are really that important.
[SOLVED]
I put the script of the scaling update on Technicat’s thread about the script, A link to the thread is on my second post.